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  • sprite group doesn't support indexing

    - by user3956
    I have a sprite group created with pygame.sprite.Group() (and add sprites to it with the add method) How would I retrieve the nth sprite in this group? Code like this does not work: mygroup = pygame.sprite.Group(mysprite01) print mygroup[n].rect It returns the error: group object does not support indexing. For the moment I'm using the following function: def getSpriteByPosition(position,group): for index,spr in enumerate(group): if (index == position): return spr return False Although working, it just doesn't seem right... Is there a cleaner way to do this? EDIT: I mention a "position" and index but it's not important actually, returning any single sprite from the group is enough

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  • How to setup my texture cordinates correctly in GLSL 150 and OpenGL 3.3?

    - by RubyKing
    I'm trying to do texture mapping in GLSL 150 and OpenGL 3.3 Here are my shaders I've tried my best to get this correct as possible hopefully this is :) I'm guessing you want to know what the problem is well my texture shows but not in its fullest form just one section of it not the full texture on the quad. All I can think of is its the texture cordinates in the main.cpp which is at the bottom of this post. FRAGMENT SHADER #version 150 in vec2 Texcoord_VSPS; out vec4 color; // Values that stay constant for the whole mesh. uniform sampler2D myTextureSampler; //Main Entry Point void main() { // Output color = color of the texture at the specified UV color = texture2D( myTextureSampler, Texcoord_VSPS ); } VERTEX SHADER #version 150 //Position Container in vec3 position; //Container for TexCoords attribute vec2 Texcoord0; out vec2 Texcoord_VSPS; //out vec2 ex_texcoord; //TO USE A DIFFERENT COORDINATE SYSTEM JUST MULTIPLY THE MATRIX YOU WANT //Main Entry Point void main() { //Translations and w Cordinates stuff gl_Position = vec4(position.xyz, 1.0); Texcoord_VSPS = Texcoord0; } LINK TO MAIN.CPP http://pastebin.com/t7Vg9L0k

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  • IXRepository and test problems

    - by Ridermansb
    Recently had a doubt about how and where to test repository methods. Let the following situation: I have an interface IRepository like this: public interface IRepository<T> where T: class, IEntity { IQueryable<T> Query(Expression<Func<T, bool>> expression); // ... Omitted } And a generic implementation of IRepository public class Repository<T> : IRepository<T> where T : class, IEntity { public IQueryable<T> Query(Expression<Func<T, bool>> expression) { return All().Where(expression).AsQueryable(); } } This is an implementation base that can be used by any repository. It contains the basic implementation of my ORM. Some repositories have specific filters, in which case we will IEmployeeRepository with a specific filter: public interface IEmployeeRepository : IRepository<Employee> { IQueryable<Employee> GetInactiveEmployees(); } And the implementation of IEmployeeRepository: public class EmployeeRepository : Repository<Employee>, IEmployeeRepository // TODO: I have a dependency with ORM at this point in Repository<Employee>. How to solve? How to test the GetInactiveEmployees method { public IQueryable<Employee> GetInactiveEmployees() { return Query(p => p.Status != StatusEmployeeEnum.Active || p.StartDate < DateTime.Now); } } Questions Is right to inherit Repository<Employee>? The goal is to reuse code once all implementing IRepository already been made. If EmployeeRepository inherit only IEmployeeRepository, I have to literally copy and paste the code of Repository<T>. In our example, in EmployeeRepository : Repository<Employee> our Repository lies in our ORM layer. We have a dependency here with our ORM impossible to perform some unit test. How to create a unit test to ensure that the filter GetInactiveEmployees return all Employees in which the Status != Active and StartDate < DateTime.Now. I can not create a Fake/Mock of IEmployeeRepository because I would be testing? Need to test the actual implementation of GetInactiveEmployees. The complete code can be found on Github

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  • VB6 general search form

    - by SilentRage47
    I'm working on an old vb6/access2003 app which is used to handle orders, bills of materials and that sort of things. I'm thinking about creating a form that I call every time the users needs to search for something. This should work like these: Click on the field to complete, let's say name of a buyer Open new form, search for the client and click on it Return the name of the buyer to the previous form (probably the header of the order) So, I would need to pass to the new form something that identify the type of search I have to do (so what access table to open) and return some values. Is my idea correct or there something better? I would like to use only one form for all the searches, now the app works with a lot of msflexgrid for every form.

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • Problem serialising TextBuffer

    - by njallam
    The following is supposed to serialise a TextArea's content to a string. The first two line complete fine, however I have problems from then onwards. page_content = subject_content.get_nth_page(pn) page_name = subject_content.get_tab_label(page_content).get_text() c_buffer = page_content.get_buffer() c_format = c_buffer.register_serialize_tagset() serial = c_buffer.serialize(c_format, c_buffer.get_start_iter(), c_buffer.get_end_iter()) The first error I get is: Traceback (most recent call last): File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 251, in on_btn_save_clicked self.save() File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 160, in save c_format = c_buffer.register_serialize_tagset() File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) TypeError: register_serialize_tagset() takes exactly 2 arguments (1 given) When inserting None as a parameter to c_format = c_buffer.register_serialize_tagset() I get the following as well: Traceback (most recent call last): File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 251, in on_btn_save_clicked self.save() File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 161, in save serial = c_buffer.serialize(c_format, c_buffer.get_start_iter(), c_buffer.get_end_iter()) File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) TypeError: serialize() takes exactly 5 arguments (4 given) I have no idea of a workaround for that, however I shouldn't have to fill None in that other function in the first place. What is happening here?

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  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

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  • Basic questions while making a toy calculator

    - by Jwan622
    I am making a calculator to better understand how to program and I had a question about the following lines of code: I wanted to make my equals sign with this C# code: private void btnEquals_Click(object sender, EventArgs e) { if (plusButtonClicked == true) { total2 = total1 + Convert.ToDouble(txtDisplay.Text); //double.Parse(txtDisplay.Text); } else if (minusButtonClicked == { total2 = total1 - double.Parse(txtDisplay.Text) } } txtDisplay.Text = total2.ToString(); total1 = 0; However, my friend said this way of writing code was superior, with changes in the minus sign. private void btnEquals_Click(object sender, EventArgs e) { if (plusButtonClicked == true) { total2 = total1 + Convert.ToDouble(txtDisplay.Text); //double.Parse(txtDisplay.Text); } else if (minusButtonClicked == true) { double d1; if(double.TryParse(txtDisplay.Text, out d1)) { total2 = total1 - d1; } } txtDisplay.Text = total2.ToString(); total1 = 0; My questions: 1) What does the "out d1" section of this minus sign code mean? 2) My assumption here is that the "TryParse" code results in fewer systems crashes? If I just use "Double.Parse" and I don't put anything in the textbox, the program will crash sometimes right?

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  • How do I retain previously drawn graphics?

    - by Cromanium
    I've created a simple program that draws lines from a fixed point to a random point each frame. I wanted to keep each line on the screen. However, it always seems to be cleared each time it draws on the spriteBatch even without GraphicsDevice.Clear(color) being called. What seems to be the problem? protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); DrawLine(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } private void DrawLine(SpriteBatch spriteBatch) { Random r = new Random(); Vector2 a = new Vector2(50, 100); Vector2 b = new Vector2(r.Next(0, 640), r.Next(0,480)); Texture2D filler= new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); filler.SetData(new[] { Color.Black }); float length = Vector2.Distance(a, b); float angle = (float)Math.Atan2(b.Y - a.Y, b.X - a.X); spriteBatch.Draw(filler, a, null, Color.Black, angle, Vector2.Zero, new Vector2(length,10.0f), SpriteEffects.None, 0f); } What am I doing wrong?

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  • Is it reasonable to null guard every single dereferenced pointer?

    - by evadeflow
    At a new job, I've been getting flagged in code reviews for code like this: PowerManager::PowerManager(IMsgSender* msgSender) : msgSender_(msgSender) { } void PowerManager::SignalShutdown() { msgSender_->sendMsg("shutdown()"); } I'm told that last method should read: void PowerManager::SignalShutdown() { if (msgSender_) { msgSender_->sendMsg("shutdown()"); } } i.e., I must put a NULL guard around the msgSender_ variable, even though it is a private data member. It's difficult for me to restrain myself from using expletives to describe how I feel about this piece of 'wisdom'. When I ask for an explanation, I get a litany of horror stories about how some junior programmer, some-year, got confused about how a class was supposed to work and accidentally deleted a member he shouldn't have (and set it to NULL afterwards, apparently), and things blew up in the field right after a product release, and we've "learned the hard way, trust us" that it's better to just NULL check everything. To me, this feels like cargo cult programming, plain and simple. A few well-meaning colleagues are earnestly trying to help me 'get it' and see how this will help me write more robust code, but... I can't help feeling like they're the ones who don't get it. Is it reasonable for a coding standard to require that every single pointer dereferenced in a function be checked for NULL first—even private data members? (Note: To give some context, we make a consumer electronics device, not an air traffic control system or some other 'failure-equals-people-die' product.) EDIT: In the above example, the msgSender_ collaborator isn't optional. If it's ever NULL, it indicates a bug. The only reason it is passed into the constructor is so PowerManager can be tested with a mock IMsgSender subclass.

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  • Improving python code

    - by cobie
    I just answered the question on project euler about finding circular primes below 1 million using python. My solution is below. I was able to reduce the running time of the solution from 9 seconds to about 3 seconds. I would like to see what else can be done to the code to reduce its running time further. This is strictly for educational purposes and for fun. import math import time def getPrimes(n): """returns set of all primes below n""" non_primes = [j for j in range(4, n, 2)] # 2 covers all even numbers for i in range(3, n, 2): non_primes.extend([j for j in range(i*2, n, i)]) return set([i for i in range(2, n)]) - set(non_primes) def getCircularPrimes(n): primes = getPrimes(n) is_circ = [] for prime in primes: prime_str = str(prime) iter_count = len(prime_str) - 1 rotated_num = [] while iter_count > 0: prime_str = prime_str[1:] + prime_str[:1] rotated_num.append(int(prime_str)) iter_count -= 1 if primes >= set(rotated_num): is_circ.append(prime) return len(is_circ)

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  • Layering Design Pattern in Java clean code style

    - by zeraDev
    As a Java developer, I am developing trying to use the clean code rules. But in my team we are facing a concrete problem: We have a business layer offering a service called "createObject", this service makes a lot of operation which can result to problem. E.g: parentObjectDontExist, objectAlreadyExist, dontHaveAuthorizationToCreate, operationFailed... and we want the UI using this service to display different information messages depending which error occurred. In old java dev, we should have create all signed exception type and throw it in createObject. As Clean code says, it is forbidden to use Exception for business logic AND signed exceptions are evil... Why not...But i don't know how to solved this problem and i don't want to use return code. How do you do? Thanks for youre experience return.

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  • Storing a pass-by-reference parameter as a pointer - Bad practice?

    - by Karl Nicoll
    I recently came across the following pattern in an API I've been forced to use: class SomeObject { public: // Constructor. SomeObject(bool copy = false); // Set a value. void SetValue(const ComplexType &value); private: bool m_copy; ComplexType *m_pComplexType; ComplexType m_complexType; }; // ------------------------------------------------------------ SomeObject::SomeObject(bool copy) : m_copy(copy) { } // ------------------------------------------------------------ void SomeObject::SetValue(const ComplexType &value) { if (m_copy) m_complexType.assign(value); else m_pComplexType = const_cast<ComplexType *>(&value); } The background behind this pattern is that it is used to hold data prior to it being encoded and sent to a TCP socket. The copy weirdness is designed to make the class SomeObject efficient by only holding a pointer to the object until it needs to be encoded, but also provide the option to copy values if the lifetime of the SomeObject exceeds the lifetime of a ComplexType. However, consider the following: SomeObject SomeFunction() { ComplexType complexTypeInstance(1); // Create an instance of ComplexType. SomeObject encodeHelper; encodeHelper.SetValue(complexTypeInstance); // Okay. return encodeHelper; // Uh oh! complexTypeInstance has been destroyed, and // now encoding will venture into the realm of undefined // behaviour! } I tripped over this because I used the default constructor, and this resulted in messages being encoded as blank (through a fluke of undefined behaviour). It took an absolute age to pinpoint the cause! Anyway, is this a standard pattern for something like this? Are there any advantages to doing it this way vs overloading the SetValue method to accept a pointer that I'm missing? Thanks!

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  • How to access functions in extended classes efficiently?

    - by nischayn22
    In PHP I have classes as below class Animal { //some vars public function printname(){ echo $this->name; } } class AnimalMySql extends Animal { static public function getTableFields(){ return array(); } } class AnimalPostgreSql extends Animal { static public function getTableFields(){ return array(); } } Now I have an object $lion = new Animal(); and I want to do if($store == mysql) //getTableFields from class AnimalMySql else //getTableFields form class AnimalPostgreSql I am new to OOP and not sure what is the best way to call the method from the specific class P.S. Please leave a note with the answer to explain the efficiency of the approach

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  • Flattening System.Web.UI ControlCollection

    - by evovision
    Hi,   Sometimes one may need to get a list of child controls inside specific container and don't care about the underlying hierarchy.   The result is beautifully achieved using this extension method:   using System;using System.Collections.Generic;using System.Linq;using System.Web;using System.Web.UI;    public static class ControlCollectionExtensionMethods    {        public static IEnumerable<Control> FlattenedList(this ControlCollection controls)        {            foreach (Control ctrl in controls)            {                  // return parent control                   yield return ctrl;                              // and dive into child collection                   foreach (Control child in ctrl.Controls.FlattenedList())                         yield return child;            }        }    }   P.S.: don't forget about namespaces when using it in your code, if above class is wrapped into namespace, for example: Sample, the source code file with calling code must explicitly reference it: using Sample;

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  • background in JAVA [closed]

    - by leen.zd
    how can i put a background image in my java code? this is my code... what's error? import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.image.BufferedImage; import java.io.File; import java.io.IOException; import javax.imageio.ImageIO; import javax.swing.JFrame; import javax.swing.JPanel; public class background extends JFrame { private Container c; private JPanel imagePanel; public background() { initialize(); } private void initialize() { setDefaultCloseOperation(EXIT_ON_CLOSE); c = getContentPane(); imagePanel = new JPanel() { public void paint(Graphics g) { try { BufferedImage image = ImageIO.read(new File("http://www.signe-zodiaque.com/images/signes/balance.jpg")); g.drawImage(image, 1000, 2000, null); } catch (IOException e) { e.printStackTrace(); } } }; imagePanel.setPreferredSize(new Dimension(640, 480)); c.add(imagePanel); }

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  • How can I use an object pool for optimization in AndEngine?

    - by coder_For_Life22
    I have read up on a tutorial that allows you to reuse sprites that are re-added to the scene such as bullets from a gun or any other objects using an ObjectPool. In my game i have a variation of sprites about 6 all together with different textures. This is how the object pool is set up with its own class extending Java's GenericPool class public class BulletPool extends GenericPool<BulletSprite> { private TextureRegion mTextureRegion; public BulletPool(TextureRegion pTextureRegion) { if (pTextureRegion == null) { // Need to be able to create a Sprite so the Pool needs to have a TextureRegion throw new IllegalArgumentException("The texture region must not be NULL"); } mTextureRegion = pTextureRegion; } /** * Called when a Bullet is required but there isn't one in the pool */ @Override protected BulletSprite onAllocatePoolItem() { return new BulletSprite(mTextureRegion); } /** * Called when a Bullet is sent to the pool */ @Override protected void onHandleRecycleItem(final BulletSprite pBullet) { pBullet.setIgnoreUpdate(true); pBullet.setVisible(false); } /** * Called just before a Bullet is returned to the caller, this is where you write your initialize code * i.e. set location, rotation, etc. */ @Override protected void onHandleObtainItem(final BulletSprite pBullet) { pBullet.reset(); } } As you see here it takes a TextureRegion parameter. The only problem i am facing with this is that i need to have 6 different sprites recycled and reused in the ObjectPool. This ObjectPool is set up to only use one TextureRegion. Any idea's or suggestions on how to do this?

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  • Should Starting a Quick Game via Google Game Services be Iterated?

    - by user46727
    I have been following this tutorial for Google Play Game Services. I am a little unclear as to if the room matching algorithm should be looped or not. Can I just initialize this process once and let it time out? Or by iterating through it is it somehow rechecking it? If anyone had the approximate timeout that would be great as well. The problem stems from the fact that even when both phones are signing into the Game Services (at virtually the same time, my friend and I logged in), the room is not registering multiple people. One time my friend's phone even entered the game map, showing that he somehow was able to progress from the room initialization process. Relevant screen update methods which I am starting this matchmaking process: @Override public void update(float deltaTime) { game.options.updateTiles(); if(!isInitiated) { startQuickGame(); } } private void startQuickGame() { // auto-match criteria to invite one random automatch opponent. // You can also specify more opponents (up to 3). if(game.mGoogleClient.isConnected() && !isInitiated) { Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0); // build the room config: RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance()); roomConfigBuilder.setMessageReceivedListener(Network.getInstance()); roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance()); roomConfigBuilder.setAutoMatchCriteria(am); RoomConfig roomConfig = roomConfigBuilder.build(); // create room: Games.RealTimeMultiplayer.create(game.mGoogleClient, roomConfig); // go to game screen this.mRoom = Network.getInstance().getRoom(); if(this.mRoom != null && this.mRoom.getParticipants().size() >= 2) { game.setScreen(new MultiGameScreen(game, this.mRoom)); isInitiated = true; } } else { game.mGoogleClient.connect(); } }

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  • How to make this design closer to proper DDD?

    - by Seralize
    I've read about DDD for days now and need help with this sample design. All the rules of DDD make me very confused to how I'm supposed to build anything at all when domain objects are not allowed to show methods to the application layer; where else to orchestrate behaviour? Repositories are not allowed to be injected into entities and entities themselves must thus work on state. Then an entity needs to know something else from the domain, but other entity objects are not allowed to be injected either? Some of these things makes sense to me but some don't. I've yet to find good examples of how to build a whole feature as every example is about Orders and Products, repeating the other examples over and over. I learn best by reading examples and have tried to build a feature using the information I've gained about DDD this far. I need your help to point out what I do wrong and how to fix it, most preferably with code as "I would not recomment doing X and Y" is very hard to understand in a context where everything is just vaguely defined already. If I can't inject an entity into another it would be easier to see how to do it properly. In my example there are users and moderators. A moderator can ban users, but with a business rule: only 3 per day. I did an attempt at setting up a class diagram to show the relationships (code below): interface iUser { public function getUserId(); public function getUsername(); } class User implements iUser { protected $_id; protected $_username; public function __construct(UserId $user_id, Username $username) { $this->_id = $user_id; $this->_username = $username; } public function getUserId() { return $this->_id; } public function getUsername() { return $this->_username; } } class Moderator extends User { protected $_ban_count; protected $_last_ban_date; public function __construct(UserBanCount $ban_count, SimpleDate $last_ban_date) { $this->_ban_count = $ban_count; $this->_last_ban_date = $last_ban_date; } public function banUser(iUser &$user, iBannedUser &$banned_user) { if (! $this->_isAllowedToBan()) { throw new DomainException('You are not allowed to ban more users today.'); } if (date('d.m.Y') != $this->_last_ban_date->getValue()) { $this->_ban_count = 0; } $this->_ban_count++; $date_banned = date('d.m.Y'); $expiration_date = date('d.m.Y', strtotime('+1 week')); $banned_user->add($user->getUserId(), new SimpleDate($date_banned), new SimpleDate($expiration_date)); } protected function _isAllowedToBan() { if ($this->_ban_count >= 3 AND date('d.m.Y') == $this->_last_ban_date->getValue()) { return false; } return true; } } interface iBannedUser { public function add(UserId $user_id, SimpleDate $date_banned, SimpleDate $expiration_date); public function remove(); } class BannedUser implements iBannedUser { protected $_user_id; protected $_date_banned; protected $_expiration_date; public function __construct(UserId $user_id, SimpleDate $date_banned, SimpleDate $expiration_date) { $this->_user_id = $user_id; $this->_date_banned = $date_banned; $this->_expiration_date = $expiration_date; } public function add(UserId $user_id, SimpleDate $date_banned, SimpleDate $expiration_date) { $this->_user_id = $user_id; $this->_date_banned = $date_banned; $this->_expiration_date = $expiration_date; } public function remove() { $this->_user_id = ''; $this->_date_banned = ''; $this->_expiration_date = ''; } } // Gathers objects $user_repo = new UserRepository(); $evil_user = $user_repo->findById(123); $moderator_repo = new ModeratorRepository(); $moderator = $moderator_repo->findById(1337); $banned_user_factory = new BannedUserFactory(); $banned_user = $banned_user_factory->build(); // Performs ban $moderator->banUser($evil_user, $banned_user); // Saves objects to database $user_repo->store($evil_user); $moderator_repo->store($moderator); $banned_user_repo = new BannedUserRepository(); $banned_user_repo->store($banned_user); Should the User entitity have a 'is_banned' field which can be checked with $user->isBanned();? How to remove a ban? I have no idea.

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  • How to manage a lot of Action Listeners for multiple buttons

    - by Wumbo4Dayz
    I have this Tic Tac Toe game and I thought of this really cool way to draw out the grid of 9 little boxes. I was thinking of putting buttons in each of those boxes. How should I give each button (9 buttons in total) an ActionListener that draws either an X or O? Should they each have their own, or should I do some sort of code that detects turns in this? Could I even do a JButton Array and do some for loops to put 9 buttons. So many possibilities, but which one is the most proper? Code so far: import javax.swing.*; import java.awt.event.*; import java.awt.*; public class Board extends JPanel implements ActionListener{ public Board(){ Timer timer = new Timer(25,this); timer.start(); } @Override protected void paintComponent(Graphics g){ for(int y = 0; y < 3; y++){ for(int x = 0; x < 3; x++){ g.drawRect(x*64, y*64, 64, 64); } } } public void actionPerformed(ActionEvent e){ repaint(); } }

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  • Order of executions in C++ streams

    - by Krzysztof Bzowski
    It is obvious that first cout prints 7 7 but why the second one prints 8 8 7 ? Why not 7 8 8? How does such constructions work in c++? int ink(int *x){ *x += 1; return *x; } int main(){ int *a; int b = 6; a = &b; cout << ++b << " " << b << endl; cout << b << " " << ink(a) << " " << b; return 0; }

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  • How can I port msvc++ code with non-dependent names in templates to Linux?

    - by user352382
    I can deal with porting platform dependent functions. I have a problem that the compilers I tried on Linux (clang and g++) do not accept the following code, while the msvc++ compiler does: template <class T> class Base { protected: T Value; }; template <class T> class Derived : public Base<T> { public: void setValue(const T& inValue){ Value = inValue; } }; int main(int argc, char const *argv[]) { Derived<int> tmp; tmp.setValue(0); return 0; } g++ error: main.cpp: In member function ‘void Derived<T>::setValue(const T&)’: main.cpp:11:3: error: ‘Value’ was not declared in this scope I believe this due to the use of a non-dependent name (Value) in the second class. More information. The problem is that I have a very large code base, in which this type of code is used very often. I understand that it is wrong when looking at the standard. However it is very convenient not having to write this-> or Base<T>:: in front of every use of Value. Even writing using Base<T>::Value; at the start of the derived class is problematic when you use ~20 members of the base class. So my question is: are there compilers for Linux that allow this kind of code (with or without extra compiler switches)? Or are there small modifications that will allow this code to compile on Linux?

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  • Hide or Show singleton?

    - by Sinker
    Singleton is a common pattern implemented in both native libraries of .NET and Java. You will see it as such: C#: MyClass.Instance Java: MyClass.getInstance() The question is: when writing APIs, is it better to expose the singleton through a property or getter, or should I hide it as much as possible? Here are the alternatives for illustrative purposes: Exposed(C#): private static MyClass instance; public static MyClass Instance { get { if (instance == null) instance = new MyClass(); return instance; } } public void PerformOperation() { ... } Hidden (C#): private static MyClass instance; public static void PerformOperation() { if (instance == null) { instance = new MyClass(); } ... } EDIT: There seems to be a number of detractors of the Singleton design. Great! Please tell me why and what is the better alternative. Here is my scenario: My whole application utilises one logger (log4net/log4j). Whenever, the program has something to log, it utilises the Logger class (e.g. Logger.Instance.Warn(...) or Logger.Instance.Error(...) etc. Should I use Logger.Warn(...) or Logger.Warn(...) instead? If you have an alternative to singletons that addresses my concern, then please write an answer for it. Thank you :)

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  • Which is the way to pass parameters in a drawableGameComponent in XNA 4.0?

    - by cad
    I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits DrawableGameComponent public class ScreenMessagesComponent : Microsoft.Xna.Framework.DrawableGameComponent I override some methods like Initialize or LoadContent. But when I want to override draw I have a problem, I would like to pass some parameters to it. Overrided method does not allow me to pass parameters. public override void Draw(GameTime gameTime) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); // Where get framesPerSecond from??? spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } If I create a method with parameters, then I cannot override it and will not be automatically called: public void Draw(SpriteBatch spriteBatch, int framesPerSecond) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } So my questions are: Is there a mechanism to pass parameter to a drawableGameComponent? What is the best practice? In general is a good practice to use GameComponents?

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  • Naming the implementation version of an interface function

    - by bolov
    When I need to write an implementation version of an interface function, I put the implementation function within a impl namespace, but with the same name as the interface function. Is this a bad practice? (the same name part, the namespace part I am confident it’s more than OK). For me, who I write the code, there is no confusion between the two, but I want to make sure this isn’t confusing for someone else. One other option would be to append impl suffix to the function name, but since it is already in a separate namespace named impl it seems redundant. Is there an idiomatic way to do this? E.g.: namespace n { namespace impl { // implementation function (hidden from users) // same name, is it ok? void foo() { // ... //sometimes it needs to call recursively or to call overloads of the interface version: foo(); // calls the implementation version. Is this confusing? n::foo(); // calls the interface version. Is this confusing? // ... } // namespace impl // interface function (exposed to users) void foo() { impl::foo(); } } // namespace n

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